Dark Ascension

Reap the Seagraf

Reap the Seagraf {2}{B}

Sorcery
Create a 2/2 black Zombie creature token.
Flashback {4}{U}
The wreck hung on the jagged reef, each night disgorging more of its gruesome cargo.
Sightless Ghoul

Sightless Ghoul {3}{B}

Creature - Zombie Soldier
Sightless Ghoul can't block.
Undying
It blindly marches on Thraben's gates, guided by its master's direful will.
2/2
Skirsdag Flayer

Skirsdag Flayer {1}{B}

Creature - Human Cleric
{3}{B}, {T}, Sacrifice a Human: Destroy target creature.
Certain initiates into the Skirsdag cult take a vow of blindness, pledging obedience to none but demonkind.
1/1
Spiteful Shadows

Spiteful Shadows {1}{B}

Enchantment - Aura
Enchant creature
Whenever enchanted creature is dealt damage, it deals that much damage to its controller.
"Let us remind these human cattle why they fear the shadows of this world."
—Aldreg, Skirsdag cultist
Tragic Slip

Tragic Slip {B}

Instant
Target creature gets -1/-1 until end of turn.
Morbid — That creature gets -13/-13 until end of turn instead if a creature died this turn.
Linger on death's door and risk being invited in.
Undying Evil

Undying Evil {B}

Instant
Target creature gains undying until end of turn.
"Is it true the evil that people do follows them into death? Let's find out."
—Liliana Vess
Vengeful Vampire

Vengeful Vampire {4}{B}{B}

Creature - Vampire
Flying
Undying
He wields the full power of wrath unfettered by the sympathies of a soul.
3/2
Wakedancer

Wakedancer {2}{B}

Creature - Human Shaman
Morbid — When Wakedancer enters the battlefield, if a creature died this turn, create a 2/2 black Zombie creature token.
Hers is an ancient form of necromancy, steeped in shamanic trance and ritual that few skaberen or ghoulcallers comprehend.
2/2
Zombie Apocalypse

Zombie Apocalypse {3}{B}{B}{B}

Sorcery
Return all Zombie creature cards from your graveyard to the battlefield tapped, then destroy all Humans.
"There will come a day so dark you will pray for death. On that day your prayers will be answered."
—Minaldra, the Vizag Atum
Afflicted Deserter
Werewolf Ransacker

Afflicted Deserter {3}{R}

Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform Afflicted Deserter.
The rising of the first full moon eliminated any doubt as to the horrible truth lurking within.
3/2
Card has other part: Werewolf Ransacker
Werewolf Ransacker
Afflicted Deserter

Werewolf Ransacker

Creature - Werewolf
(Color indicator: Werewolf Ransacker is red)
Whenever this creature transforms into Werewolf Ransacker, you may destroy target artifact. If that artifact is put into a graveyard this way, Werewolf Ransacker deals 3 damage to that artifact's controller.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Werewolf Ransacker.
5/4
Card has other part: Afflicted Deserter
Alpha Brawl

Alpha Brawl {6}{R}{R}

Sorcery
Target creature an opponent controls deals damage equal to its power to each other creature that player controls, then each of those creatures deals damage equal to its power to that creature.
Being an alpha means proving it every full moon.
Blood Feud

Blood Feud {4}{R}{R}

Sorcery
Target creature fights another target creature.
Succession is a matter of blood, and by blood it is often decided.
Burning Oil

Burning Oil {1}{R}

Instant
Burning Oil deals 3 damage to target attacking or blocking creature.
Flashback {3}{W}
Every now and then, a devil's prank can give you a good idea.
Curse of Bloodletting

Curse of Bloodletting {3}{R}{R}

Enchantment - Aura Curse
Enchant player
If a source would deal damage to enchanted player, it deals double that damage to that player instead.
It is the demon's mark, an infernal claim on the flesh of the guilty.
Erdwal Ripper

Erdwal Ripper {1}{R}{R}

Creature - Vampire
Haste
Whenever Erdwal Ripper deals combat damage to a player, put a +1/+1 counter on it.
Savage vampires lurk in the Erdwal's network of passageways where prey is plentiful and easy to catch.
2/1
Faithless Looting

Faithless Looting {R}

Sorcery
Draw two cards, then discard two cards.
Flashback {2}{R}
"Avacyn has abandoned us! We have nothing left except what we can take!"
Fires of Undeath

Fires of Undeath {2}{R}

Instant
Fires of Undeath deals 2 damage to any target.
Flashback {5}{B}
"I drink of those who are worthy of my palate. The rest I burn."
Flayer of the Hatebound

Flayer of the Hatebound {5}{R}

Creature - Devil
Undying
Whenever Flayer of the Hatebound or another creature enters the battlefield from your graveyard, that creature deals damage equal to its power to any target.
4/2
Fling

Fling {1}{R}

Instant
As an additional cost to cast this spell, sacrifice a creature.
Fling deals damage equal to the sacrificed creature's power to any target.
Masters of the sword know the blade is not the only weapon at their disposal.
Forge Devil

Forge Devil {R}

Creature - Devil
When Forge Devil enters the battlefield, it deals 1 damage to target creature and 1 damage to you.
Devils infiltrated the lower levels of Thraben Cathedral, making cracks in load-bearing pillars and setting fire to precious archives.
1/1
Related card: Tibalt, Wicked Tormentor
Heckling Fiends

Heckling Fiends {2}{R}

Creature - Devil
{2}{R}: Target creature attacks this turn if able.
Their language may be a cacophonous agglomeration of chittering snorts and mad barking, but the message they send is all too clear.
2/2
Hellrider

Hellrider {2}{R}{R}

Creature - Devil
Haste
Whenever a creature you control attacks, Hellrider deals 1 damage to the player or planeswalker it's attacking.
"Behind every devil's mayhem lurks a demon's scheme."
—Rem Karolus, Blade of the Inquisitors
3/3
Related card: Tibalt, Wicked Tormentor
Hinterland Hermit
Hinterland Scourge

Hinterland Hermit {1}{R}

Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform Hinterland Hermit.
He tried to live far from those he could hurt . . .
2/1
Card has other part: Hinterland Scourge
Hinterland Scourge
Hinterland Hermit

Hinterland Scourge

Creature - Werewolf
(Color indicator: Hinterland Scourge is red)
Hinterland Scourge must be blocked if able.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Hinterland Scourge.
. . . but the monster within was a tireless hunter.
3/2
Card has other part: Hinterland Hermit